The Beauty of the No-Prize

Stan Lee invented the Marvel No-Prize back in 1964, and over time it took many forms, but my favorite, by far, was when it encouraged readers’ imaginations.

As fans, many of us are quick to point out inconsistencies, even in our favorite works. Everyone likes to feel smart, and finding others’ errors is a easy way to do it (I’m no exception). While Marvel was known for great consistency, many readers wasted no time writing in when they spotted an error. And here’s but one place where Stan Lee’s brilliance shown. He awarded the no-prize to readers who not only spotted an error, but then went further to explain why it was not in fact an error, by applying some logic or elaboration beyond what was told in the story. These readers filled in the gaps.

When I catch myself poking holes at some plot, or seeing others do the same, I like to take it a step further and then say, “well, how could this thing still be true?” and imagine a solution, a bridge across the seeming inconsistency.

Here’s an example: I’m a big nerd for the Walking Dead. I’ve watched the series, I’ve read the books. In the pilot episode we see Rick in a coma. Shane goes to visit him. Rick blanks out, and then wakes up to the zombie apocalypse. According to the wiki timeline, Shane visits Rick on day 14, then leaves and blocks the door. Rick doesn’t wake up again until Day 60 and has a drink of water. So, other than the IV attached to his arm, Rick had no fluids for 46 days, or about six weeks. By the rule of threes, he’d have died after three days. “What a gross inconsistency!” my nerd brain yells.

The trick here is to come up with an explanation that fits. It can push, but not break the universe rules that they’ve created, or contradict established physics or common sense. So how about…

  • Someone tended Rick despite the National Guard clearing out the hospital, but blocked the door with the gurney the same way Shane had. —Maybe, although the webisodes indicated that those left in the hospital were essentially euthanizing patients. So, if discovered by those folks, it’s more likely that Rick would have been snuffed. That doesn’t really work.
  • The IV bag was a very slow drip, and actually lasted 45 days. A day after it ran out, Rick got thirsty and woke up. – That’s…lame. Depending on the drip rate, you might stretch that out to a day, but any longer and he’d dehydrate faster than he’d rehydrate.
  • The timeline has much guesswork, and the 46 day stretch was more like seven days. —Maybe. There was a lot that happened in that stretch, but it’s possible that it all happened within a few days, and Rick woke a couple days after that, on the verge of death. Even so, we’re still looking five or so days without water. Rick would have woken parched, but he could be a statistical outlier that gets him another day or two.
  • Rick had a genetic mutation that allows him to go much longer than most without water, like a camel! —Eh, this feels out of place, especially since it’s never been mentioned elsewhere in the show. It pushes the show’s “rules” too far.
  • The zombie virus allows folks to go longer without water. —Again, if this were a thing, someone would have noticed it after five seasons and two+ years after the apocalypse. Still a stretch too far.
  • Combine the factors – The timeline was about seven days, Rick had a slow IV and hoarded water like a camel (maybe his AC was cranked too…), a factor that was subtly amplified by the zombie virus. —It’s still a bit of a stretch, but it could work. The virus explanation is a minefield though; writers have to be careful with something like that, because it opens the doors for future contradictions. It becomes a point they have to remember whenever next talking about the virus. Luckily, they don’t talk about it much, so this might not be a problem.

You get the gist.

I’ve been practicing this a lot doing the prep work for novel #3. I did a lot of world building before and during, and tried to view parts of my manuscript as a nit picky critic. I saw some holes, and tried to explain things as naturally as possible, but I need to be careful with this. Too much exposition and worldbuilding, and I’ll kill the pacing. If I expand on every little point, I might frustrate readers who just want to get on with the story. So I need to weigh each of these explanations and determine how much the story needs to flow and remain consistent without overloading or boring the reader. It’s a balance.

Next time you’re in one of those discussions, give the No-Prize a try. See if you can imagine a way to weave those loose threads into a consistent tapestry.

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Minecraft, Struggle, and Story

I’m always looking for console games I can play with my daughters. I had resisted downloading Minecraft because I had heard how addictive it was, and the rumors were true. (I dream about the damn game now.) I started on the Survival mode, working the controls while my five-year-old dictated where we went and what we did. We explored, played with the animals, and built houses and barns. She didn’t like digging—being underground scared her, and she frequently had me “look up at the sky!” so we could see when the sun was about to set and we’d rush back to the nearest house and go to bed. She’s wary of the monsters after we got swarmed one time.

I was intrigued by the complexity and the building. After mining the right components and combining the right elements, we’d craft better tools and build more interesting things. We built a barn for our animals, and she wanted to paint the barn red. According to the wiki, I had to find stained clay and dye it red. The problem was we were in the wrong biome. So we continued to explore and stray off on creative tangents, learning and talking as we played.

I could tell she was having a hard time with the Survival mode, however (where monsters are hostile and resources are difficult to obtain). We died several times, and that bothered her. I am a cautious experimenter, so I didn’t mind, but I wanted it to remain fun, so I suggested we try the Creative mode (where monsters exist, but they don’t attack and we can summon any resource, in any quantity).

She loved it. We made a house out of gold, we experimented with lights and TNT, we covered a lake in ice “just because”, and we could run around at night without fear (although she didn’t want to wander too far from the gold house anyway). She enjoyed changing the pallet to a rainbow string of materials, but cried when the ice block melted inside the house and flooded two floors (I fixed it). I asked her whether she wanted to go back to the old game where we had built several houses and struggled to find even basic building materials. She didn’t. She liked the Creative mode.

I, on the other hand, was bored with it. Don’t get me wrong, I love the time we spend together wandering, creating, and talking. But with every possible item at our disposal, the original challenge—the struggle—was gone. I was a little disappointed.

But then I thought more generally about story, and how the scope of the struggle, the protagonist’s abilities, their needs, and their challenges all have to be appropriately scaled, or the reader will be bored (or incredulous). So I started to think about the game the same way.

With the initial threats no longer a worry, what were the new challenges? I started imagining rollercoasters, explosive mining, a literal rainbow bridge and other clever wonders we could create now that resources weren’t limited and monsters weren’t a threat. Like Maslow’s Hierarchy, we had satisfied our second tier of safety and ascended to the next levels. All we had to do was redefine the scope of the challenge. And I enjoyed the game once again.

I also put a pin in that connection, to remember when I thought about Dante’s story. The scope of his challenges, the limits of his abilities, what he can know and do, all of that must be balanced, or the story won’t work. He must be challenged, and pushed, maybe metaphorically (or literally) tortured, and never “have everything”, or at least, not for long. Against all those things, he can then be clever/connected/lucky enough to meet the challenge in the most interesting way I can imagine.

Maybe he’ll use a rainbow bridge. Or explosive mining.

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2015 Q1 Progress Report

This week I’ll give you an update on the status of things. Current goals are:

Release Novel #3: The first revision is going a bit slower than I’d like, because I’m changing more in the rough draft than I had originally anticipated. I’m currently in the middle of chapter 4 (out of 21). According to the mega-schedule, the whole project is 52.6% percent complete. I might be able to make up some time later this spring and summer. I’ll keep at it. I don’t want to throw out any possible release dates yet, as the schedule is still rubber-banding a lot.

Write 52 posts in 2015: This post marks my 13th one for the year. This being the 11th week, I’m about on schedule, and still working to make the posts less lame.

Read 20 books in 2015: I’m almost done reading Altered Carbon by Richard K. Morgan, which I’m really enjoying—it’s a very tight, fast moving read. I have trouble putting it down. That will be the third book I’ve completed this year, leaving 17 more to read in 41 weeks, or about 16 days/book. Still do-able at my slow-ass reading pace. I’m including both fiction and non-fiction in this, and fiction will cross whatever genres pique my interest. I was looking forward to reading Catcher in the Rye, but the entire e-copy I purchased was center-justified. It was like reading an amateur web page from the 90’s and so visually distracting that I had to put it down by page 3. I might hit the library for that one.

If nothing else, the schedule and this blog have kept me accountable for my progress, if only to myself. In the past, I’ve drifted off my schedule, chasing multi-week distractions, only later having to revise the schedule when I got back on task. While I have several temptations calling me away from the keyboard, I really want to look back on this year with some pride. We’ll see. Summer is right around the corner.

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Free Body Diagrams

This week I’ll be talking about a major scene from A Togahan Returns, so if you haven’t read that yet, and don’t want stuff spoiled….well, I’ll see you next week. Otherwise, follow me past the page break…

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The Walking Dead

Yes, this is a shameless ploy to attract web traffic, but it’s a genuine ploy, in that I really am a big fan. I got hooked on the books years ago when my buddy Chris dumped them in my lap and was excited when I learned there would be a TV show. I’ve followed it ever since. It’s the only thing I still catch in real time, watching the episodes as they air. This will spoil scenes from the show, so if you’re not caught up through season 5, stop reading here.

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Seriously

When I was at Boskone a couple weeks ago, I enjoyed hearing many professional authors describe their process, their routines, and their habits. They write for a living, and so they’re writing constantly. They might have a half dozen projects in various states of creation. They write novels, novellas, novelettes, short stories, and screenplays. They track markets. They talk with their editors and publishers, and if a trend indicates that a particular genre is hot, they’ll dive in, comfortably or otherwise. They’ll submit short stories to a dozen or more publications, weighing the feedback from each rejection. And they are always revising. They are constantly producing. This is the nature of the profession.

I’m a little embarrassed to say, I…uh…don’t do any of that.

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A Writer’s Lament – and a second goal for 2015

I read slowly.

I don’t mean that I’m a slow reader; that is, I’m lucky in that I don’t struggle reading. I read aloud to my daughters at a conversational pace. When I’m reading quietly to myself, however, I don’t read that much faster. Over the years, I’ve noticed an upside and a downside to this. Continue reading

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Boskone 2015 Review

This was the third Boskone  I’ve attended, and like the others, I enjoyed myself a great deal (despite missing Sunday’s program because I woke up to more than a foot of new snow in my street). A more literary convention, Boskone focuses on the storytelling of science fiction and fantasy–mostly writing, but also film, TV, and other media. I enjoyed every panel I watched, but I’d have to say my top three were:

Reading Your Own Work Aloud – At some point I will want to make audio books, and this was a great introduction for not only recording, but also live readings. The panel had lots of tips for affecting different voices (e.g. speaking to opposite sides of a microphone during conversations), but the strongest tip was: take singing lessons, it will teach you endurance, so you can do several readings without killing your voice.

Constructive Criticism for Novel-Length Work – This panel confirmed a lot of what I already practice, basically using several beta readers to review your work. John P. Murphy made one interesting metaphor about writing and carpentry. You do the rough work, assemble the pieces, glue and nail it all together. Then you sand it with increasingly fine grains and finally polish and finish it. A manuscript is the same way, getting something down on paper first, and then you can revise, improve, trim, and copy edit. Ken Liu pointed out that sometimes a beta reader can often identify the theme or characters before you do (because you’re juggling a thousand other details, and that nuance is lost in the noise).  That information will inform your revisions as you’ll have your characters make genuine choices.

Writing Fight and Combat Scenes – Lots of good advice and lively conversation in this one. I walked away with two strong points. First, act out a scene whenever possible, just to make sure that the action you’re describing is physically possible (e.g, keep track of all hands).  Secondly, James D. Macdonald  pressed this adage: “All mules must haul wood”, meaning that every sentence you write must further the plot, the character, or the theme. If doesn’t, you need to cut it. He added, “What you don’t haul, you drag.” I’ll keep this in mind as I begin editing #3; it needs to really haul.

I also enjoyed the kaffeeklatsch with Myke Cole. He’s a compelling speaker, and I discovered that we have a few things in common. We’re both in our early 40’s, we both write about guns and magic, and we both play D&D (ok, maybe these are true for a third of the attendees…). Myke reminds me of friends I gamed with who went into the service. It sort of felt like I was shooting the shit with one of them.

So many people showed up for the kaffeeklatsch that it turned into a beerklatsch—we all headed over to the bar. I was mostly quiet, sipping my beer as I watched the animated conversation bounce around the table. Among other things, Myke talked about his decision to transfer his status to Individual Ready Reserve – a difficult choice, but overall a positive shift toward the writing career he loves while continuing his work for the NYPD.  A funny, gracious host, Myke included everyone; it was a real pleasure chatting with him.

As for promotion, my pens disappeared wherever I put them, but again, I’m not sure that converted to any sales. It’s good either way. Everyone loves pens. I’m still considering some other Togahan-marked tchotchke. Hey, faithful readers, what would you like to see with the Togahan’s Tale logo? USB thingy? Squishy football? Oven mitts? Something else?

Overall, I had a great time and the conference gave me much to think about—not just about the craft, form, and genre of my writing, but also my role as a writer within this community. I’m still processing a lot of that, but I plan to write about it here in the future. Stay tuned.

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Making Maps, Part 2

First! I’ll be at the Boskone conference in Boston this weekend. If you’re around and want to link up, please contact me.

Second! Progress on the maps: After some finagling, resizing the text and font, and positioning continents just so, here’s my first pass at the Western Hemisphere of Earn, containing some relevant locations in novel #3:

Earn_WH_02

The final size has to be 622×520, with the location tags large enough to be legible on phones and e-readers. Although it’s in the ballpark, the above isn’t the right size and the text still needs work.

Regardless, I’m pretty happy with it as a first pass. It has the information it’s supposed to convey, with just a little bit of artistry, but it’s not over-glitzed. That product represents about 1-2 hours of hand sketching, 2 hours of scanning & tinkering, and another 2 hours futzing around in Word and Paint. I still need to tinker more to get it to the right size, but I’m going to put it on the shelf for now and move on to the first revision of the manuscript. The mega-schedule has slipped a couple weeks to the right, and I don’t want to slip any more. Plus, while editing I may find more locations I need to include on the maps, so it doesn’t make sense to sink too much time into them right now.

But, there you have it. Enjoy!

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Making Maps, Part 1

I like maps in books. Ever since I saw Tolkien’s map in The Hobbit, I’ve enjoyed referring to maps during a story to see where the characters were. So when I started writing A Togahan’s Tale, it was a no brainer – I wanted to include maps.

For the first two books, I hand-drew them, then scanned them with the typical 3-in-1 scanner/printer/fax machine that came with most new computer purchases. It got the job done. But a few months ago, the printer part went on the fritz. I never used the fax bit, and I didn’t need to scan anything, so I got rid of it and freed up some desk space.

I wanted maps for #3 however, but didn’t want to shell out the cash for a new scanner, and have enjoyed the additional desk space, so I got to thinking what I could use for the two-times-a-year that I needed a scanner. Continue reading

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